#Click on one of the '''New Camera''' buttons and then click in the scene to place it:

#Click on one of the '''New Camera''' buttons and then click in the scene to place it:

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##'''Normal''': Yellow. Standard camera, will look at the player.

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#*'''Normal''': Yellow. Standard camera, will look at the player.

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##'''Fixed''': Purple. Static camera. Will not rotate to follow player.

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#*'''Fixed''': Purple. Static camera. Will not rotate to follow player.

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##'''Path''': Red & Pink. Will move to follow player, between point 1 (Red) and point 2 (Pink).

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#*'''Path''': Red & Pink. Will move to follow player, between point 1 (Red) and point 2 (Pink).

#Click on the '''camera sphere''' in the scene to select it. You can right click on the camera in the list and select '''Locate''' to focus the view on the camera.

#Click on the '''camera sphere''' in the scene to select it. You can right click on the camera in the list and select '''Locate''' to focus the view on the camera.

#Using the '''z''' (move horizontal), '''x''' (move vertical), '''c''' (rotate) keys, position your camera. If it is a Normal or Path camera, make sure it is angled perpendicular to the closest section of track.

#Using the '''z''' (move horizontal), '''x''' (move vertical), '''c''' (rotate) keys, position your camera. If it is a Normal or Path camera, make sure it is angled perpendicular to the closest section of track.

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Line 159:

*'''Min Fov''': The minimum field of view allowed for the autozoom

*'''Min Fov''': The minimum field of view allowed for the autozoom

*'''Max Fov''': The maximum field of view allowed for the autozoom

*'''Max Fov''': The maximum field of view allowed for the autozoom

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====Surface Params====

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Optionally you can define cameras for the pitlane / pits and start gates (MXB only).

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Right click on the '''camera set''' you wish to modify and click '''Params'''. The options are:

Linear Guide : Show / hide the linear guide, if you have created one (linear guides can be created using the right click menu)

Background

Load

Set

Draw

Surface

Generate : Calculate the dynamic surface data

Edit : Adjust left and right borders

Draw : Show / hide the surface data

Bestline

Generate : Tool for generating a bestline

Save : Save bestline file

Draw : Turn display of bestline on or off

Min/Max Lines

Save

Draw

Min/Max Toggle : Show /hide the height window

Workflow

Load your track

File -> Load, find your track .trp

The file should load quickly. You will probably need to zoom out using the mouse wheel

Hold the z key and move the mouse to pan around the viewport

Go to the menu Draw -> Wireframe to see the track without collision colours

Create a centerline

Centerline -> New

Right click anywhere in the top window. Click New Segment

From the menu that appears, select straight. Leave length at 10m. The first segment MUST be a straight!

The first segment will be placed at world center. Move it to your startline position.

Now is a good time to visually check your track scale. Your track should generally be around 12-14 metres wide. Kart tracks should generally be around 8m wide. If your track is not correctly scaled you will need to fix the size and re-export.

Click and drag the start point of your first segment to the startline. The arrow indicates track direction.

With your first segment selected, right click on it. Select Add Curve to add a curve segment. Drag the end of the curve around to follow your track centerline.

Continue to add segments as needed to map out the entire track centerline. Try to use as few segments as possible.

Make sure that the last segment is a curve.

Move the endpoint of the last segment near to the startpoint of the first segment. Deselect segment by clicking away from the centerline, right click and choose close to close your centerline, making a complete loop. If your centerline will not close, add a second curve segment to the end and try again.

It's a good idea to save your editable centerline to a .tcl file, so you can load it again if you re-export your trp. Go Centerline -> Save As

Now you have a complete centerline, use Centerline -> Merge to 'stamp' it to the track.

If you hide the editable purple centerline (Centerline -> Draw) you should be able to see the stamped red centerline.

File -> Save to save the .trp file with the centerline included.

If you reload your .trp now, you should be able to see your track with red centerline. The .trp is now prepared.

Race Data

The Race Data panel is used to place the grid, pits, and splits.
When entering Left and Right values, the left value should be negative and the right positive.

Start: (MX Bikes only) Enable if the checkpoint is only used for the start, and not the main circuit

Both: (MX Bikes only) Enable if the checkpoint is between the start (where the start joins the main circuit) and the finish line

Pits

Used to place the pits and the pitboards

Grid

Used to place the grid. Click one of the buttons to load a preset for that sim!

Generate Bestline

Generate a bestline if you want to enable the yellow bestline helper, and to enable corner anticipation. This stage is not required.

Min / Max Lines

This defines the edges of the racing surface and the destination for long resets, so the player isn't reset in the center of the track.

You must have a correctly defined 'off track' surface for this to work. For GPB/WRS/KRP tracks, 'offtrack' is automatically applied to surfaces that are not TRKASPH (eg. TRKGRAS & TRKSAND). For MXB tracks, it is defined in the tht file (surface = off)

Remember to save the generated data before closing TrackEd!

Trackside Cameras

Place Cameras

View -> Cameras Control to activate camera editing mode.

Right click in the Cameras Control window and click Create Set

Right click on the newly created Camera Set and click Rename if you like.

Right click on your Camera Set and click edit

Click on one of the New Camera buttons and then click in the scene to place it:

Normal: Yellow. Standard camera, will look at the player.

Fixed: Purple. Static camera. Will not rotate to follow player.

Path: Red & Pink. Will move to follow player, between point 1 (Red) and point 2 (Pink).

Click on the camera sphere in the scene to select it. You can right click on the camera in the list and select Locate to focus the view on the camera.

Using the z (move horizontal), x (move vertical), c (rotate) keys, position your camera. If it is a Normal or Path camera, make sure it is angled perpendicular to the closest section of track.

Right click on a camera and select Test to see from the camera's point of view. Left click to recenter view, right click to return.

Set Camera Limits

Sometimes you will find that a camera will activate at the wrong time. This can be fixed by using Limits.
Right click on a camera sphere and select Edit. Tick the Enable checkbox in the Limit section. Now enter Start and End values - these correspond to distances along your track centerline. After clicking OK you will see green and red spheres appear on the track showing where the camera activation will start and end.

Autozoom

Autozoom is enabled by default. This zooms the camera when the target is far away.

Reference: The size of the target that the autozoom should try to maintain. 0.15 - 0.2 generally works best.

Min Fov: The minimum field of view allowed for the autozoom

Max Fov: The maximum field of view allowed for the autozoom

Surface Params

Optionally you can define cameras for the pitlane / pits and start gates (MXB only).

Right click on the camera set you wish to modify and click Params. The options are:

0 : Track surface (default)

1 : Pitlane

2 : Start gates

Generate Dynamic Surface

This is only required for road circuits (or supermoto tracks with racing surface geometry marked as TRKASPH)

Surface -> Generate to calculate the data. It may take several seconds, depending on track length.

Surface -> Edit to adjust left and right borders to fit the racing surface as close as possible.

Alternate Layouts

You can place objects to block of alternate routes.

View -> Layout to open the layout editor.

Use RCtrl and the arrow keys to navigate the free roam camera

Click on an object name in the Layout editor

Click the Create button

Click in the scene. The object will be placed on the ground below the cursor position

Use the z (move horizontal) and c (rotate) keys to position the object

Marshals

Click Create and then click somewhere in the main window to place a marshal.

Use the Z Key to change the location and the X key to change the height.

Min/Max Lines

Click Min / Max Lines to generate the track edges data that will be used for the long resets in MXB & GPB. If these are missing, the bike will reset to the centerline.

Once you have generated the lines and confirmed they look visually correct, click Save to create minrace.tl & maxrace.tl files.

Checkpoint Lines

This creates track data that ensures the bike is reset to the correct portion of the circuit which is useful for Supercross. The generated data will look like a mess - don't worry, it should work ingame.
Once Generated, click save to create checkleft.tl & checkright.tl files.